Mod Musings

Cronicler

Chieftain
Joined
May 11, 2010
Messages
12
*Disclaimer: I am just a medicore coder that likes fiddling with mechanical aspects of rpgs. The purpose of my Mod Musings topics (hopefully there will be a couple of them) is to showcase my ideas and maybe provide a basis for competent mod makers.

-UU Overhaul:
One of the things that has always bugged me about civilization games' approach to unique units because of their transient (too fast in some cases especially if you are tech rushing an era. some mid tech tier units can become obsolete before you eve get to build them.) nature.

What I would like to do is take the existing UU of a civilization, split half of it's unique abilities and apply the weaker/general purpose part as a base promotion / ability to every unit that civ creates.

A variant of this idea is to make this base promotion evolve as you progress eras or discover certain tech.

Another more detailed variant is to create something like the social policy trees (or an outright "skill" tree) to choose your specializations, unique buildings and abilities as you progress trough the ages. I think this would be the best way to allow you to use different facets of your civilization rather than being tied to single facet (like English being only maritime or Ottomans being raiders and so on)



-Prototypes:
In real life the first run of hardware is always faulty to some extent. However the units that are issued with such new toys are (relatively more) veterans (compared to the regular standards of their army).
I would like to give the first unit that is upgraded to (or built with) new tech a free promotion to show it's veteran status. And a "temporary" debuff that goes away after battle to represent the problem with the newfangled devices. (maybe make it a -5% debuff that becomes -4% after first battle and so on). *it would also cost more than the regular mass produced unit





-Forts vs Outposts vs Bivouacs (or Roman Camps):
Another real world use that is lacking in the game. I would like to change the forts into pseudo cities that allow you to "buy" the land surrounding it with cash, require upkeep and maybe be upgradeable to real cities after some time with cash. (This would mean changing the Roman legionary ability to build temporary forts or fortified bivouacs that don't require an upkeep but will dissapear after the unit moves on or maybe give them first step fortification bonus when attacked even if they moved that turn or something in between)




-Ranged (Siege) Units:
Currently the ranged units in the game don't make much sense. Sure it is a game but the tiles represent huge swathes of land and an archer firing 2 hexes isn't a good solution (imo)
What I propose is to
-change the siege units (and anti tank guns and anti air guns) into a seperate unit class (support) so that you can stack them with regular units and workers/great person on 1 tile
-remove the ranged bombardment ability. Give them 1 range bombardment that can be used only on cities and special city like fortifications (maginot and the like).
-give them a passive bonus that is similar to great general's bonus, that effects the unit stacked with them and the units in a 1 hex radius to a lesser extent. (Percentage or a flat +value based on the siege unit?)
-give some of them the ability to shield the warrior unit that is stacked with them (like canons moving to open to delay pursuit in a rear guard action so the regiment is not completely destroyed),it dying instead of the warrior unit.
*the AA and AT are not frontline units so I think they should also be used in support role. They would still be doing their current functions, just without the clutter. I would also advise cutting the AA umbrella to 1 hex radius with %50 intercept chance on the circle and %100 on the tile. And redesign AT guns to lower power (they can be run over with infantry) and give them a massive boost vs armored units like Civ 4's RTW mod.

-Workers:
This one and the next one are linked. Rant ahead, skip the wall of text if you want.
[rant
My knowledge of the world history is not 5/5 but I don't think anyone outside the ancient era ever used worker units (except for Stalin era Soviets who had labor battalions if I remember it correctly). If it was close to the settlement, it was built by contractors (depending on the economy it could be paid professionals like ancient Egypt or slave gangs like ancient Rome or serfs of the land holder or other choices). If it was out in the wild, you got the infantry (as the workforce) and artillery units (as they knew how to calculate and stuff) to do it. If I am not mistaken the first dedicated "worker" formations were used in China around/after the unification. (Romans don't really count as they taught their soldiers to build "simple" stuff instead of using masses of peasant/slave/serf levies. And before booing me, go look at the mechanics of a "simple" roman road or bridge. Those things were bloody well designed and pinnacle of rugged engineering but they weren't really that complicated constructions. "Just" labor intensitve to construct but much easier to maintain.) Untill somewhen after ww1 noone had any dedicated engineering units whose main job was to build or demolish stuff
/rant


-City Radius Tile Improvements:
I know this would make the game even more dependant on gold but I would like to make it possible to "buy" improvements around a city. You pay X amount of gold and it gets built in Y turns (or 4x for y/2 and so on)


-Boosting Production / Private Sector in cities
I dont like the current buy in 1 turn for total price or do nothing and dont think the partial buy is any better either, so:
This might be my own misconception but when I think of Civ cities, I think of them (the production you get from them on the city screen I mean) as a representation of what the governor gets, not what the whole potential. There are other factions (nobles, merchants, private firms etc) who also occupy the city and buiid stuff.

I would like to have the option to channel gold I earn to the city to boost the production by a percentage.



-One shot deployable units:
I am not certain about the balance of this one but such buildable units would be similar to GPs but with only one function; deploy into a terrain enhancement.


*Havr to go now. Will add some more stuff later.
 
-UU Overhaul:
One of the things that has always bugged me about civilization games' approach to unique units because of their transient (too fast in some cases especially if you are tech rushing an era. some mid tech tier units can become obsolete before you eve get to build them.) nature.

What I would like to do is take the existing UU of a civilization, split half of it's unique abilities and apply the weaker/general purpose part as a base promotion / ability to every unit that civ creates.

A variant of this idea is to make this base promotion evolve as you progress eras or discover certain tech.

Another more detailed variant is to create something like the social policy trees (or an outright "skill" tree) to choose your specializations, unique buildings and abilities as you progress trough the ages. I think this would be the best way to allow you to use different facets of your civilization rather than being tied to single facet (like English being only maritime or Ottomans being raiders and so on)



-Prototypes:
In real life the first run of hardware is always faulty to some extent. However the units that are issued with such new toys are (relatively more) veterans (compared to the regular standards of their army).
I would like to give the first unit that is upgraded to (or built with) new tech a free promotion to show it's veteran status. And a "temporary" debuff that goes away after battle to represent the problem with the newfangled devices. (maybe make it a -5% debuff that becomes -4% after first battle and so on). *it would also cost more than the regular mass produced unit

In a hurry right now but damn does that sound good. I hope someone competent picks up on your ideas - especially the veteran/prototype one.
 
Unit Creation:
SMAC (Sid Meier's Alpha Centauri) remains among the best games that allowed you to design your own units. Unlike current "fixed" units in Civ, you could design, equip and "train" your units based on available tecs, resources and their intended function. I know it would be a massive headache but I would really like to implement such a system in the game. (I would also like to overhaul the tech tree so that each new advance also provides some little bonuses to appropirate weapon or mount types like rifling: +x% combat power to gunpowder units, Plastics: -x% upkeep for oil using units etc.)

The parameters:
-Unit Size: Depends on era. Increasing the size also increases upkeep costs, movement penalties, combat power and Hp
Company -> Battalion -> Regiment -> Brigade -> Division -> Corps -> Army -> Army Group

-Weapon: What are the "line" soldiers equipped with? Depends on tech, restricts which trainings and promotions can be applied.

-Mounts: How does your Unit move? Do they walk? Are they mounted? Do they know how to fight on horseback? Do they have dedicated motorised vehicles?
and such similar details.

Infantry / Dragoons / Motorised / Mechanised / Powered Armor
Cavalry (Light or Heavy)/ Tankers / Mechs
Siege Weapons (+Combat Power, -move(?), Has to deploy)/ Infantry Guns/AT Guns/AA (Move and Shoot) / Light Guns (-x% combat power, +move, +Upkeep, Requires Horse) / Motorised Arty/AT/AA (+Move, +Upkeep, Require Oil) / Mechhanised (Self Propelled)Arty/AT (Tankhunter)/AA ( +Combat Power, +Move, +Upkeep, Require Oil)
Paratroopers (Size Restriction, Has to be in friendly city or airfield to be able to jump)/ Airlanders (Less Size Restriction, Has to be in friendly city or airfield to be able to jump)/ Air Assault (Helicopter based troops so can "jump" in the field)

*Dragoons are units which ride horses to move but which fight as infantry (+Move, +Upkeep, slight bonus on open tiles, require Horses)
*Motorised are units which use trucks for movement on the field. (+Move, +Upkeep, Require Oil)
*Mechanised are units who use combat capable armored transports. (+Move, +Upkeep, +Combat Power, Require Oil)
*Powered Armored Troops (+Upkeep +Combat Power, +Hp, Require advanced composites)

*Cavalry are units trained to fight while still on horse. Light Cav use ranged weapons to harass and raid, Heavy cav use shock tactics to trample opposition.

Light Cav are scout ng and harrassment units, they are weaker in combat power than Heavies but they take less damage and can disengage. They also move faster.
Skirmisher (Bow) -> Skirmisher (Crossbow) -> Cuirassier (Pistols) -> Light Cav (Rifles)

Heavy Cavalry are shock troops that have bonuses on offense.
Horseman -> Heavy Cavalry -> Lancer -> (Knights) -> Cuirassers...

-Trainings: OJT (On the job training) can produce decent or passable military units but to get the if your troops are better trained and aqdapted to conditions than your foes, you can achieve victory without loosing too many troops (Battle of Thermopylae, Siege of Bastogne, Winter War to name a few cases.)
Then there are other aspects that can not be learned on the field like Non-Lethal Methods, High Morale, Cross and Retraining (Taking an established unit and converting it into another type like horse cav to tanks or infantry to marines etc).
Extra trainings cost money but they might be woth it in some cases.
 
Cities and Military Bases, Regulars vs Militia vs Mercenaries.
This is another pet problem of mine. I would really love to create "seperate" build queues in a city. Things like Barracks, Shipyards, Military Factories (Arsenals) don't really stop working or sit idle unless they are decommissioned. Depending on the base production and the size of the city, these buildings should enable secondary or territary build queues that can be used to build new units. (Barracks allow you to create infantry and horseman, factory allows motorised and mechanised, arsenal allows better weapons and so on)

Another building I would like to see is Military base. A "building" that can be built multiple times (depending on the city size) that allows you to stack additional units in the city.

Similarly, an option to put unneeded units into storage would be nice. (It takes x gold or production to park the equipment and costs x gpt or x production from the military production tab to keep it mothballed. You can pay gold or spend some production to re-activate the unit when needed. You can only store x units in a size y city, each MB adds 1 and so on.)
 
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